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ArgonSDK is an Unreal Engine 4 project specialized for creating modded content for Chivalry 2. It attempts to mimic the real development environment ("SDK") used by Torn Banner developers. Due to unofficial nature of this project, it inevitably has a set of limitations that will be discussed below.

This project is designed to function within the Chivalry 2 Unchained infrastructure, which offers a streamlined process for mod distribution and loading.

Materials

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You are provided with following content to support you on your modding path:

  • ArgonSDK project for Unreal Engine 4.25.4
  • this Field Guide
  • generated docs on TB C++ / Blueprint classes
  • (WIP) Released Mods as [[Case Studies]] (GiantSlayers, FilthyPeasants, FlashBlades)
  • Examples
    • Maps
    • Mutators
    • In-game GUI (Widgets)
    • Texture and Model replacements

HALP

Should you encounter any issues with this guide or the processes described, don’t hesitate to ask a question in our #modding or #tutorial-help Discord channels at Chivalry 2 Unchained

What can I create using ArgonSDK?

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What is an Asset?

Unreal Engine Wiki

Any piece of content in an Unreal Engine project is an Asset. You can think of Assets like building blocks that you use to create your game and application.
Assets can be of many different types, such as Static Meshes, Materials, particle systems, and sound cues. Some Assets are created outside Unreal Engine (for example, in other 3D applications like Maya or 3ds Max). Other Assets, such as Blueprints, are created directly inside the engine.

Asset Types

In terms of usability within Unreal Engine, there are two distinct asset types:

  • Raw Assets
  • Cooked Assets

Warning

Both asset types share the same extension (.uasset).

Raw Assets

These are the assets that you can edit within UE. Any external file (e.g. PNG) will be converted into a raw asset when you import it.

Raw assets are located within ArgonSDK/Content folder.

flowchart TB subgraph Raw Assets direction TB ea -- import --> ra subgraph UE[Unreal Engine] direction LR ra[Raw Assets] ac[New Assets] -- create --> ra end subgraph ea[External Assets] direction LR e1[Model.fbx] e2[Texture.png] e3[(Other files)] e1 ~~~ e2 e2 ~~~ e3 end end

Cooked Assets

This type of assets is generated by UE through a process called cooking. Cooked assets can be loaded directly by the game but are no longer editable within UE.

Cooked assets are located under:
ArgonSDK/Saved/Cooked/WindowsNoEditor/TBL/Content

flowchart LR subgraph Cooking direction LR A(Raw Assets) --> U[Unreal Engine] -- Cooking --> C(Cooked Assets) end

Mod development process

On a high level, the development process can be described like this:

flowchart LR subgraph Mod Development direction LR subgraph UE[Unreal Engine] direction TB ac[Asset Creation] --> am[Asset Modifications] am --> Cooking end subgraph Game Cooking --> val{Testing} val -- BAD --> am end val -- OK --> Release subgraph Release direction TB UnrealPak --> pak[Pak File] pak --> Distribution end end

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Loose vs Packaged assets

The game can load both PAKs and loose files (Copied from ArgonSDK/Saved/..). Distribution via UnchainedLauncher requires you to package your mods. This procedure is further explained in [[T5 Distributing your Mod]]

flowchart LR subgraph Distribution / Testing direction LR C2(Cooked Assets) -- Copy --> cp[Game] C2 -- UnrealPak --> E(Pak File) --> cp end

Actors

Blueprints

Recommended UE4 Beginner Tutorials

Limitations

Getting Started